It's going to be any implementation of CSS

I was wondering if it's going to be any implementation of css to the TLF project, so that I can create a regulat html using css and then "give" this html to a flash so that it will deploy it in my flash application

We will make a function to import HTML available in new versions of TLF very soon, and we have recently implemented a styling mechanism which could be expanded to take in charge the CSS syntax (but is not out of the box). That said, TLF isn't a HTML/CSS rendering engine, and do not expect to get the same result as you out of a web browser. If that's what you're looking for, check out
HTML in AIR via Webkit.

Tags: Adobe Open Source

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    available_qty NUMBER,

    cost_per_unit NUMBER);

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    store_id,

    available_qty,

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    1.93);

    INSERT INTO available_qty)

    store_id,

    available_qty,

    cost_per_unit)

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    2.01);

    INSERT INTO available_qty)

    store_id,

    available_qty,

    cost_per_unit)

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    2.12);

    INSERT INTO available_qty)

    store_id,

    available_qty,

    cost_per_unit)

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    2.18);

    INSERT INTO available_qty)

    store_id,

    available_qty,

    cost_per_unit)

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    2.18);

    INSERT INTO available_qty)

    store_id,

    available_qty,

    cost_per_unit)

    VALUES ('F',

    24,

    2.18);

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    IS

    TYPE available_qty_typ IS RECORD (store_id VARCHAR2 (1))

    available_qty NUMBER,

    cost_per_unit NUMBER,

    best_combo_flag VARCHAR2 (1));

    TYPE available_qty_nt IS TABLE OF THE available_qty_typ;

    TYPE available_qty_aat IS TABLE OF THE available_qty_typ

    INDEX BY PLS_INTEGER;

    FUNCTION get_best_combo (p_qty_required NUMBER)

    RETURN available_qty_nt

    IN PIPELINE;

    END;

    /

    CREATE or REPLACE PACKAGE get_available_qty BODY

    AS

    FUNCTION get_best_combo (p_qty_required NUMBER)

    RETURN available_qty_nt

    PIPELINED

    IS

    get_available_qty_nt get_available_qty.available_qty_nt

    : = get_available_qty.available_qty_nt ();

    -Local subprogramme

    FUNCTION get_required_qty

    RETURN available_qty_nt

    IS

    v_qty NUMBER: = 0;

    v_cost_per_unit NUMBER: = 0;

    V_cost_per_unit1 NUMBER: = 0;

    v_best_store_id VARCHAR2 (4000) DEFAULT NULL;

    v_best_store_id_combo VARCHAR2 (4000);

    is_qty_available BOOLEAN DEFAULT FALSE;

    is_first_run BOOLEAN DEFAULT TRUE;

    v_assign_store_id_flag DBMS_UTILITY.uncl_array;

    v_table_length directory.

    -Local subprogramme nested

    FUNCTION return_null

    RETURN available_qty_nt

    IS

    BEGIN

    get_available_qty_nt. Delete;

    RETURN get_available_qty_nt;

    END;

    BEGIN

    SELECT aq.*,

    "N' best_combo_flag

    LOOSE COLLECTION get_available_qty_nt

    Of available_qty aq;

    FOR indx IN 1... get_available_qty_nt. COUNTING LOOP

    v_qty: = v_qty + get_available_qty_nt (indx) .available_qty;

    END LOOP;

    -If the total available quantity is less than the required quantity can return null

    IF v_qty > = p_qty_required THEN

    is_qty_available: = TRUE;

    ON THE OTHER

    get_available_qty_nt: = return_null();

    END IF;

    -The sub condition will run when the available quantity > = necessary quantity

    IF is_qty_available THEN

    -Check if any single store has available!

    FOR rec IN 1... get_available_qty_nt. COUNTING LOOP

    IF get_available_qty_nt (rec) .available_qty > = p_qty_required THEN

    IF (v_cost_per_unit > get_available_qty_nt (rec) .cost_per_unit) THEN

    v_cost_per_unit: = .cost_per_unit get_available_qty_nt (CRE);

    v_best_store_id_combo: = .store_id get_available_qty_nt (CRE);

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    v_cost_per_unit: = .cost_per_unit get_available_qty_nt (CRE);

    v_best_store_id_combo: = .store_id get_available_qty_nt (CRE);

    END IF;

    END IF;

    END LOOP;

    -Reset local variables

    IF v_best_store_id_combo IS NOT NULL THEN

    is_qty_available: = FALSE;

    ON THE OTHER

    v_cost_per_unit: = 0;

    v_best_store_id_combo: = NULL;

    END IF;

    -If above condition does not then execute a combination of Cartesian product comparison

    IF is_qty_available THEN

    BECAUSE me in 1... get_available_qty_nt. COUNTING LOOP

    v_qty: = 0;

    v_cost_per_unit1: = 0;

    FOR j IN 1... get_available_qty_nt. COUNTING LOOP

    IF (get_available_qty_nt (i) .store_id! = get_available_qty_nt (j) .store_id) THEN

    v_qty: = get_available_qty_nt (i) .available_qty

    + get_available_qty_nt (j) .available_qty;

    v_cost_per_unit1: = get_available_qty_nt (i) .cost_per_unit

    + get_available_qty_nt (j) .cost_per_unit;

    IF v_qty > = p_qty_required THEN

    IF (v_cost_per_unit! = 0)

    AND v_cost_per_unit1 < v_cost_per_unit) THEN

    v_cost_per_unit: = v_cost_per_unit1;

    v_best_store_id_combo: = get_available_qty_nt (i) .store_id

    || ','

    || get_available_qty_nt (j) .store_id;

    ELSIF v_cost_per_unit = 0 THEN

    v_cost_per_unit: = v_cost_per_unit1;

    v_best_store_id_combo: = get_available_qty_nt (i) .store_id

    || ','

    || get_available_qty_nt (j) .store_id;

    END IF;

    END IF;

    END IF;

    END LOOP;

    END LOOP;

    -Reset local variables

    IF v_best_store_id_combo IS NOT NULL THEN

    is_qty_available: = FALSE;

    ON THE OTHER

    v_cost_per_unit: = 0;

    v_cost_per_unit1: = 0;

    v_best_store_id_combo: = NULL;

    END IF;

    -Carry out all possible combinations (Brute Force approach)

    IF is_qty_available THEN

    BECAUSE me in 1... POWER (2, get_available_qty_nt.) (COUNT) - 1 LOOP

    v_qty: = 0;

    v_best_store_id: = NULL;

    v_cost_per_unit: = 0;

    FOR j IN 1.get_available_qty_nt. COUNTING LOOP

    IF BITAND (i, POWER (2, j - 1))! = 0 THEN

    v_qty: = v_qty + get_available_qty_nt (j) .available_qty;

    v_best_store_id: = v_best_store_id | get_available_qty_nt (j) .store_id | ',';

    v_cost_per_unit: = (v_cost_per_unit + get_available_qty_nt (j) .cost_per_unit);

    END IF;

    END LOOP;

    IF (v_qty > = p_qty_required) THEN

    IF is_first_run THEN

    v_cost_per_unit1: = v_cost_per_unit;

    is_first_run: = FALSE;

    END IF;

    IF (v_cost_per_unit < = v_cost_per_unit1) THEN

    v_best_store_id_combo: = RTRIM (v_best_store_id, ",");

    v_cost_per_unit1: = v_cost_per_unit;

    END IF;

    END IF;

    END LOOP;

    END IF;

    END IF;

    END IF;

    -Make a list for the allocation of the Pavilion

    DBMS_UTILITY.comma_to_table (list = > v_best_store_id_combo,)

    Many = > v_table_length,

    tab = > v_assign_store_id_flag);

    FOR k in 1... v_assign_store_id_flag. COUNTING LOOP

    FOR l IN 1... get_available_qty_nt. COUNTING LOOP

    IF get_available_qty_nt (l) .store_id = v_assign_store_id_flag (k) THEN

    get_available_qty_nt (l) .best_combo_flag: = 'Y ';

    END IF;

    END LOOP;

    END LOOP;

    RETURN get_available_qty_nt;

    END;

    BEGIN

    get_available_qty_nt: = get_required_qty();

    BECAUSE me in 1... get_available_qty_nt. COUNTING LOOP

    PIPE ROW (get_available_qty_nt (i));

    END LOOP;

    RETURN;

    END;

    END get_available_qty;

    -When you call the function, it returns the result back with indicators updated for stores with the most profitable combination!

    SELECT *.

    TABLE (get_available_qty.get_best_combo (100))

    ORDER BY best_combo_flag DESC;

    The best combination for 100 items stores are marked "Y".

    store_id available_qty cost_per_unit best_combo_flag

    A431.93THERE
    B342.01THERE
    C272.12THERE
    D242.18N
    E242.18N
    F242.18N

    SELECT *.

    TABLE (get_available_qty.get_best_combo (70))

    ORDER BY best_combo_flag DESC;

    The best combination of store that will make up 70 or more items are marked "Y".

    store_id available_qty cost_per_unit best_combo_flag

    A431.93THERE
    B342.01THERE
    E242.18N
    D242.18N
    F242.18N
    C272.12N

    Sorry, this seems to be a problem trivial backpack to me, since the 'size' different weighted units is the same.

    Then you can simply use a greedy algorithm, taking the cheaper units first.

    This could easily be done using analytical functions.

    The magic number here is 100. It can be replaced by a parameter or variable binding.

    To make it more unambigous in two stores have the same costs, you can extend the order by the analytical function with the value.

    Select

    store_id

    available_qty

    cost_per_unit

    case

    When nvl (sum (available_qty) (cost_per_unit order

    lines between unlimited and 1 preceding)

    0)

    < 100="" then="">

    another "n".

    end best_combo_flag

    of available_qty

    order of cost_per_unit, store_id

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    A 43 1.93 THERE
    B 34 2.01 THERE
    C 27 2.12 THERE
    F 24 2.18 N
    D 24 2.18 N
    E 24 2.18 N

    Post edited by: chris227

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    I'm working on an independent game project.  I'm the artist, and my partner is the programmer.  We are using java.

    I have been using after effects to create my animations and export my creations to a png sequence so that my programmer can simply sequence through them to make the animation in the game. Well, since our graphics are HD (at least, they are not SNES) this method has become rather taxing on our loading time.  We have only a fraction of the animations, we plan to have and load time are get up for a minute.

    So, I was watching the games that usually have the same kind of graphic and animation that we are going to, and I found Castle Crashers.  It turns out that they use flash.  So, I'm looking to Flash to solve my problem.  Problem is, I'm new with it, so I know exactly how you GET your animations made in the game without going through a png sprite sheet.

    By the way - important detail - all my assets animation are files HAVE, so that they are vector images (at least until they're pixelated in sequels).

    Basically, my question is - is there a way traditional or generally accepted rendering of flash animations in a game?  I know that Castle Crashers stores their .swf animations, then when the game is loading, she rasterizes them.  It's way above my head, and they only did it to conserve hard drive space.  This isn't my problem.  Loading time is my problem.

    While flash can be used to create vector graphics (bitmap graphics) and it does not (IE, there is no point in using flash) because flash is a lower quality tool (illustrator to create less than photoshop and vector graphics to create bitmap graphics). and that's the only way flash fit into your workflow if you continue to use java.

    Flash is used to create games and applications (with relatively small file sizes and made effective) displayed in the flash player in a browser, mobile or desktop.  (the latest versions of flash also have a rudimentary ability to create applications html5.)

    I understand that you have encountered a problem with java, and a solution would be to stop the development of java and create your flash game, because the reduced file size is one of the main advantages of the flash animation. but you're not going to realize any benefits of small file size using the flash in your workflow and still create a java game.

  • Screen goes black when the unit reaches a point in 3d space.

    Hello

    I've simplified a more complicated model to try to understand what is happening, but I can't for the life of understand me. My camera starts to zoom in to a way of 3d layer in the distance. Everything's fine until it reaches a certain point, then the screen goes black. The camera did not run in the layer, I don't think that the lights have something to do with it. It just goes black. Any ideas?

    The first image is when the camera starts panning. The second is when the screen goes black. Note that the camera is still quite a distance between the 3d layer.

    Screen Shot 2011-12-01 at 12.46.04 AM.pngScreen Shot 2011-12-01 at 12.46.28 AM.png

    Thank you!

    If you turn on diagrams, you'll see that your camera is not pointed at the level of the layers. I don't know why you have animation camera rotation. You have the camera facing the path, is the point of interest to market? You may experience gimball lock.

    The best way to animate a camera must do 3D null parent. Now you have a camera on a cart. Gimbal lock is not a problem, point of interest is not a problem, and it's easy.

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